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    FAQ/Walkthrough by Jeppo99

    Version: 1.10 | Updated: 09/07/10 | Search Guide | Bookmark Guide

                      |SAM & MAX SEASON 3: THE DEVIL'S PLAYHOUSE|
                      |       Episode One: The Penal Zone       |
    o----------------------------FAQ/Walkthrough v1.10----------------------------o
    o-------------------------------Made By Jeppo99-------------------------------o
    o--------------------------Last updated: 07/09/2010---------------------------o
    Press Ctrl-F and type the following codes to zoom straight to the section you
    About This Guide....................[INTROD]
    Hints & Tips........................[HINTIP]
    The Hard Bits.......................[ARDBIT]
    Full Walkthrough....................[WKTHRU]
     -Act 1................................[#10]
     -Act 2................................[#20]
     -Act 3................................[#30]
     -Act 4................................[#40]
     -And Finally..........................[#50]
    List of Trophies....................[PS3TPY]
    Version History.....................[TVHOTG]
    This FAQ is written by Jeppo99 and is intended to be used for PRIVATE USE ONLY.
    You may print this off if you want and recommend it to your friends etc. but
    here are some legal no-nos:-
    -Don't pass this FAQ as your own. That is Plagiarism and that is illegal under
     International Law!
    -Changing parts of this FAQ and then passing it as your own is still
    -Don't put this FAQ on your website or other people's website or in magazines
     without my (Jeppo99) permission. The only website allowed to host this FAQ is
    -You may reference this FAQ if you wish, but if you do, link your reference to
     this FAQ and say that I (Jeppo99) made the FAQ otherwise that is also
    -If you are reading this FAQ from a website but not GameFAQs then please
     contact me using the following webpage:
    'Ello! Thank you for reading this guide! The first thing that should be
    mentioned is that this guide is geared towards the PlayStation 3 version of the
    game. The PC version is probably the same as the PS3 version but without the
    trophies. Hopefully everyone playing the game on your PC should still be able
    to use this guide, but just ignore the trophy bits.
    If you are reading this, you are probably either stuck and want help on a
    particular area, just bought the game for the laughs and want to complete it
    without actually thinking about it, or you have completed the game but still
    have trophies remaining to do.
    For the first group, I suggest you look at the Hints & Tips section which
    should give you ideas without spoiling the story, or if you are still stuck,
    take a look at the contents section of the full walkthrough and you should find
    the area where you are stuck on with minimal difficulty.
    If you are part of the second group, then you are in luck! My Full Walkthrough
    will tell you how to complete the game with no detail left out. But, come on
    you guys. Are you getting your money's worth without actually attempting the
    game on your own?
    Finally, if you are just here for the trophies, I have added a trophies section
    detailing how to get every single trophy. Because I am nice. You may also want
    to check the Full Walkthrough as if you follow it closely you should end up
    with all the trophies in one-and-a-bit playthroughs when you get to the end.
    Note that in all the walkthroughs I write, I try to keep spoilers to an
    absolute minimum. However as I want to make my guide as detailed as possible
    to prevent anyone getting lost or confused some spoilers are inevitable, so I
    apologise in advance. Therefore what I suggest you do is only read as much of
    this guide as you need to to avoid disappointment.
    Because we are all control freaks in this game, this section details the
    controls you need in the game, in case you can't find out in the Help &
    Settings menu. Below are the controls for the PS3 version of the game.
    By the way, these controls are the same in all episodes in this Sam & Max
    season. I won't type this section in the future episode guides; I will assume
    you already know them.
    Move Sam: Left stick
    Examine/Use/Talk to object: Cross
    Open inventory/use selected object with item in inventory: Square
    Toggle to Max's Brain: Triangle
    Toggle between selected targets: L1 & R1 or right stick
    Highlight all selectable targets: R2
    Open notebook: Select
    Open the main menu: Start
    Toggle between selected items: Left & Right or L1 & R1 or left stick
    Use item with selected object (if object was selected previously): Cross
    Describe selected item: Square
    Activate/read selected item (if applicable): Triangle
    Exit inventory: Circle
    Pause game: Start
    Select talking option: Left stick or L1 & R1 or right stick
    Choose selected talking option: Cross
    Leave conversation: Circle
    Pause game: Start
    Rotate camera: Left stick
    Select power: L1 & R1 or right stick
    Choose selected power: Cross
    Toggle to Sam: Circle or Triangle
    Pause game: Start
    Rotate camera: Left stick
    Select telephone number: Right stick
    Choose selected telephone number: Cross
    Go back: Circle
    Toggle to Sam: Triangle
    Pause game: Start
    Rotate camera: Left stick
    Choose centred object: Cross
    Transform (Rhinoplasty only): Square
    Go back: Circle
    Toggle to Sam: Triangle
    Pause game: Start
    Select option: Cursor keys or left stick
    Choose selected option: Cross
    Go back/leave notebook: Circle/Select
    Pause game: Start
    Unpause game: Start or Select or Cross or Square or Triangle or Circle
    Select option: Cursor keys or Left stick
    Toggle between menus: L1 & R1
    Increase/decrease gauges (in Help & Settings) Left & right or left stick
    Go back/Return to game (if game has started): Circle or Start
    This section details hints and tips that you might find useful. Some tips are
    exclusive to this particular episode, but many of them are tips that you can
    use for all "point 'n' click" adventure games in general. I recommend that
    newcomers to the genre should read this section first, as it may give you some
    help on how to get past the bit you're stuck on without having to delve into
    my full walkthrough.
    01: Inspect everything. There are lots and lots of objects and things to look
        at in the game. A lot of them don't help you at all and are for decoration,
        but some are useful and help you out of some puzzles. Also inspect
        everything at least once. For example if you inspect something and nothing
        happens, then you go and do something else, go back and inspect it again.
        That "something else" may trigger something in that object.
    02: Talk to everyone about everything. When talking to somebody, choose all
        options available to you. At worst, you will at least find some tips on how
        to solve the puzzle you are currently on, and at best, you'll actually
        complete the puzzle. In this game, talking options that you have
        previously chosen become greyed out. This tells you that choosing it again
        will repeat the conversation you've heard. If the option stays white even
        after previously choosing it, that means they will have something new to
        say. In some cases options never grey out, even though the conversation is
        repeated every time you use it. This means that something usually triggers
        whenever you choose it.
    03: Think outside the box. All the puzzles in this game are logical, but
        sometimes you have to think outside the box. Always say to yourself "what
        if I do this...". You never know, that may be what you need to do to
        complete the puzzle.
    04: Use Max's Future Vision power liberally. Future Vision allows you to see
        into the future. Depending on the object selected, this may show Sam & Max
        completing a puzzle, or at least give you a small hint. There are also many
        times when using the Future Vision goggles is mandatory to complete a
        puzzle. Remember that even Sam can be selected, and if a future vision has
        come to pass, select the object again to see another vision.
    05: Max's Teleportation can complete puzzles. Teleportation allows Sam & Max to
        teleport themselves and whoever they are touching to any telephone in the
        game. In other words, don't think of it as a faster alternative to the
        DeSoto. You actually need to use it to complete many puzzles.
    06: Read Sam's notebook. You can do this by pressing Select in the PS3 version.
        This tells you your current objective, in case you are in need of direction
        and not sure what you are actually supposed to be doing. It also gives you
        a brief rundown on Max's powers, the people you have met, and when you
        reach Act 3, details on the evidence you have collected for use with the
    07: Experiment. If you have tried everything viable, you could always try to
        combine objects in the area with items in your inventory. You never know.
        You might get lucky. It rarely works though, so I suggest you only try this
        as a last resort.
    08: Increase the Hints meter in the options menu. Personally, I prefer to turn
        the hints off, and I suggest you do too. But if you are really stuck and
        you don't know what to do, increase the hints meter a bit. Then every so
        often, Sam or Max will give a subtle hint on how to beat the puzzle you are
        stuck on.
    In this section I list some of the hardest puzzles in the game and also how to
    beat them. If you are stuck on something in particular, chances are it is one
    of these nasties. All questions are answered with minimal spoilers.
    For help on trophies, refer to the "List of Trophies" section.
    ACT 2
    Q: How do I find out how to revive the alien brain?
    A: To find out, go to Skun-ka'pe's Spaceship and use Future Vision on Sam.
    Q: Where is Momma Bosco's futuristic power core?
    A: First you must find out how to revive the alien brain. Enter the diner and
       use Future Vision on Flint Paper. Give him the Hard Hat and choose all
       options when talking to him. Leave the Diner and go to the DeSoto. Call
       Stinky's cell phone and choose "Let's Meet" Go back in the diner and press
       the secret button behind the counter. Take the secret passageway and finally
       investigate the intriguing pile o' junk.
    Q: How do I get Harry Moleman to accept the vacation ticket?
    A: At Stinky's Diner, use Future Vision on the radio. Now go to Harry Moleman
       and give him the vacation ticket.
    ACT 3
    Q: How do I enter Bosco-Tech Labs?
    A: Teleport there. When Sam is thrown out go up onto Bosco-Tech's roof via the
       fire escape and walk onto the flagpole. Switch to Max and Teleport to
       Stinky's Cell. You should now be able to enter Bosco-Tech.
    Q: How do I get the homing beacon from Grandpa Stinky?
    A: First go into the mole processing room in Skun-ka'pe's spaceship. Teleport
       to Stinky's Diner, leaving your inventory in the spaceship. Talk to Grandpa
       Stinky and choose "We love Skunkape". Leave the conversation and teleport to
       Stinky's cell. Now press the personal effects button and rummage through the
       personal effects drawer.
    Q: What are the correct combinations for the Crime-Tron?
    A: The first combination is Stinky's cell phone and the shot glass. The second
       combination is the old postcard and the engagement ring. The third
       combination is the paddle ball toy and the receipt.
    Q: How do I get on the roof of Meesta Pizza?
    A: Place Stinky's cell phone on the pizza boxes around the side of Meesta
       Pizza, then teleport to Stinky's cell phone.
    Q: How do I get rid of the gorilla guarding Hard Luck Pawn Shop?
    A: Vandalise the manhole cover then use Future Vision on the trash cans before
       examining them. Place the banana skin on the manhole cover.
    ACT 4
    Q: What do I do when I am being attacked on the Straight & Narrow?
    A: Run towards Sybil's boxes and once the boxes are locked on by the
       disintegrator eyes, move out of the way. Next teleport to Sybil.
    Okey-dokey! Here it is! The full walkthrough of Sam & Max Season 3 Episode 1.
    If you follow this guide word-by-word you should finish the game with all the
    o------------------------------------Act 1------------------------------[#10]-o
    |Objective(s)                 | The first act is very much a tutorial on how
    |_|Break out of your cell     | the game works. You are currently trapped in a
    |_|Place the homing beacon on | cell that you have got to get out of. The
    |_|General Skun-ka'pe         | narrator prompts you to toggle to Max's brain,
    |_|Open the portal to the     | so do so for the first time in the franchise's
    |_ Penal Zone                 | history.
    |_|Acquire the "Is This Your  |
    |_ Card" trophy               | You only have access to one power at the
    |_|Send Skun-ka'pe into the   | moment: Teleportation. Choose the telephone you
    |  Penal Zone and acquire the | see on the reel. Next select the only option
    |  "We're on the Case!"       | available to you (Stinky's cell). If done
    |  trophy                     | correctly, you'll teleport out of the cell.
    |Mind Reading targets         | Now what you need to do is place the homing
    |_|Sam                        | beacon on General Skun-ka'pe (that gorilla
    |_|Stinky                     | piloting the ship). The game tells you to open
    |_|General Skun-ka'pe         | the inventory so do as it says. You should have
    |_|Harry Moleman (*)          | three items in the inventory: Sam's gun, the
    |_|Alien Brain                | homing beacon and a remote control. Look at
    |-----------------------------| each item, then close the inventory.
    |Frequent Flier Location(s)   | 
    |_|Skun-ka'pe's Spaceship     | Now the game asks you to select General Skun-
    |-----------------------------| ka'pe. Choose General Skun-ka'pe as your
    |Old-School References: 2     | selected target and open your Inventory list,
    |Double Entendres: 2          | choose the homing beacon. After that didn't
    o-----------------------------o work, choose to examine the display case.
    Max has a new psychic power. You'll automatically delve into Max's brain so all
    you need to do is select the Rhinoplasty from the toys available. Now select a
    target. In this mode, selectable targets are shown by glittering stars. There
    is only one target available at this time, and it the fine art on the wall.
    After selecting it, choose to transform into the potted plant and max will do
    so. This gives Sam the cover he needs to place the homing beacon. Move forward
    towards General Skun-ka'pe, then select him and try to use the homing beacon on
    him again. This time, it will work. Now access the inventory again and select
    the remote control. Follow the instructions and press the indicated button to
    activate the remote control.
    Don't worry what Skun-ka'pe says. You have all the time in the world to knock
    him into the Penal Zone. In Sam & Max, there is no Game Over screen and your
    heroes cannot die. You can also move freely around the spaceship and the
    tutorial has now ended. So you're on your own now. Good luck!
    Nah, only kidding. You've still got me to guide you around! Now that you can
    move around, take time to inspect everything and talk to everybody. If you talk
    to Max the game prompts you to choose from three talking options. Talking
    options that you have heard before will turn grey. Also make sure to walk
    straight into Max. Sam will then knock him into the air. The reason for this is
    because the trophy "Frequent Flier" requires you to knock Max in the air in all
    Back to the game, the target you want is Harry Moleman in the terrarium, so
    find him and select him. The alien brain will the direct you to a deck of
    playing cards in another display case, so select this and Max will gain a new
    power. Delve into Max's mind and select "Mind Reading".
    There is a trophy called "Is This Your Card?" which is awarded after reading
    everybody's mind on the spaceship. Start off by reading the minds of Sam,
    Stinky and General Skun-ka'pe. The controls are the same as with the
    Rhinoplasty. Read Harry Moleman's mind to progress the story then put the
    playing cards away. Still in Max's mind, select Teleportation and then choose
    Harry's mobile phone (I believe Americans call them "cell phones" for some
    Delve into Max's mind again. Choose Mind Reading first and select the Alien
    Brain. You now haveread the minds of everyone on the spaceship and you have
    gained your first trophy of the game!
                      |T   R   O   P   H   Y       G   E   T   !|
                      |Bronze|        Is This Your Card?        |
                      |    Read the mind of everyone aboard     |
                      |     General Skun-ka'pe's flagship.      |
    Still in Max's mind, select the Rhinoplasty power and then select the weapons
    display. Transform into the space bazooka. Controlling Sam, pick up Bazooka Max
    and you've finished the first act! You'll also get a trophy to celebrate its
                      |T   R   O   P   H   Y       G   E   T   !|
                      |Silver|        We're on the Case!        |
                      |     Sent General Skun-ka'pe to the      |
                      |   Penal Zone in Max's future vision.    |
    o------------------------------------Act 2------------------------------[#20]-o
    |Objective(s)                 | Before I continue onto Act 2, let me tell you 
    |_ Find out how to revive the | about the lists to the left. The Objectives
    |  alien brain                | section lists the main objectives in the act.
    |_ Obtain Momma Bosco's       | The Soothsayer Locations lists the locations
    |  futuristic power core      | where you need to need to use Max's Future
    |_ Obtain Grandpa Stinky's    | Vision power on Sam. Once you have read Sam's
    |  Demon Broth                | future at least once in every environment, you
    |_ Revive the alien brain     | will gain the "Soothsayer" trophy. In cases
    |  and acquire the "The Brain | where Sam has more than one future vision in an
    |  Awakens" trophy            | environment (like Straight & Narrow), you only
    |-----------------------------| have to view one of these to mark the location
    |Soothsayer Location(s)       | as done. The Frequent Flier locations list the
    |_ Straight & Narrow          | locations where you have to knock Max in the
    |_ Skun-ka'pe's Spaceship (*) | air by walking/running into him. Once you've
    |_ Stinkys' Diner             | done this in every Act, you win the "Frequent
    |_ Subway Station             | Flier" trophy.
    |_ Outside Bosco-Tech Labs    |
    |_ Bosco-Tech Labs            | In addition there are two trophies called "Ask
    |-----------------------------| Your Parents" and "Don't Ask Your Parents".
    |Frequent Flier Location(s)   | "Ask Your Parents" requires you to hear seven
    |_ Straight & Narrow          | references that nobody under the age of 30 will
    |_ Stinkys' Diner             | understand, or "Old-School References". You've
    |_ Subway Station             | already heard two of these from the first act -
    |_ Outside Bosco-Tech Labs    | at the very beginning when Sam & Max were
    |_ Bosco-Tech Labs            | locked in a cage, and the other when Sam shoots
    |-----------------------------| the bazooka. "Don't Ask Your Parents" require
    |Old-School References: 4     | you to hear ten double entendres. Again you've
    |Double Entendres: 2          | already heard two of them - the Narrator
    o-----------------------------o talking about Max's "furry longtime companion"
    and Sam talking about getting Skun-ka'pe sucked right into the Penal Zone. So
    to speak. The number of Old-School References and Double-Entendres you can hea
    in an act is also displayed in the lists to the left.
    You can hear a double entendre right away, and unlike the first two, this one
    is missible. Talk to Max and keep choosing the options available to you.
    Eventually "Other Planets" will appear. Choose that option to hear a double
    Back to the matter at hand. Your first task is to enter Skun-ka'pe's spaceship,
    so make your way into there when you are ready. You can't really miss it.
    You'll automatically walk up to the upper deck. You'll have to find out how to
    revive the alien brain. Obviously you must've done it in the future, so use
    Max's Future Vision power on it. Now do what Sam says and use the Future Vision
    on him. So you need to find a power core and some demon broth. When you try to
    leave the upper deck, you'll witness a scene. After the scene press the
    personal effects button, then dig through the personal effects drawer. You
    should receive an off-world vacation ticket and a hard hat. Leave the
    Once you are outside you witness Flint Paper entering Stinky's Diner. Before
    you follow him take a detour to the Subway Station which you can enter via the
    manhole outside Stinky's. Inside the Subway Station examine the baby carriage
    to hear an old-school reference.
    Go back outside and enter Stinky's Diner. Flint won't talk to you until he
    finishes his spaghetti, so use the Future Vision power on him in the meantime.
    Give Flint the hard hat you found on the spaceship and he will finally talk to
    you. Choose all talking options, particularly "Big Case" when it appears.
    You'll receive the mysterious note. You can also find the demon broth here, but
    Grandpa Stinky won't yet you have it. Before you leave, use Max's Future Vision
    power on the radio.
    Back outside, make your way to the DeSoto, which is Sam & Max's car. After
    talking to the C.O.P.S., pick up the jumper cables if you haven't already done
    so. You'll hear a double entendre here. Next select the phone and call
    "Stinky's cell phone". The right answer is "Let's Meet", but choose the other
    two options first for a laugh. After seeing Stinky leave her diner, re-enter
    the food place. Go around the back of the counter to where Stinky was and press
    the green button there. Enter the secret passage. In the subway station,
    investigate the intriguing pile o' junk. You will hear an old-school reference,
    obtain a scanner... and Momma Bosco's futuristic Power Core!
    Retrace your steps back to the DeSoto. Consult the city map and choose "Bosco-
    Tech Labs". Sam & Max will drive there. Enter the labs and examine the wardrobe
    for an old-school reference. Go down the elevator and examine the ectoplasm for
    another old-school reference. Give Harry Moleman the off-world vacation ticket
    and he should give you his lottery ticket in return.
    Go back to the DeSoto and drive back to the Straight & Narrow, then enter
    Stinky's Diner. Give Grandpa Stinky the lottery ticket to get rid of him, then
    you are free to take the demon broth from the counter.
    Go back to the alien brain on the upper deck of Skun-ka'pe's spaceship. Use the
    demon broth, power core and jumper cables on the alien brain. Act completed!
                      |T   R   O   P   H   Y       G   E   T   !|
                      |Silver|        The Brain Awakens         |
                      |            Brought the Alien            |
                      |           Brain back to life.           |
    o------------------------------------Act 3------------------------------[#30]-o
    |Objective(s)                 | As soon as you bring the alien brain back to
    |_ Acquire the "Ask Your      | to life, you should hear the seventh and final
    |  Parents" trophy            | old-school reference, so you should get a
    |_ Acquire the "Pret-a-       | trophy here!
    |  teleporter" trophy         | 
    |_ Retrieve the remote control|   o-----------------------------------------o
    |  from Momma Bosco           |   |T   R   O   P   H   Y       G   E   T   !|
    |_ Retrieve the homing beacon |   o------o----------------------------------o
    |  from Grandpa Stinky        |   |Bronze|         Ask Your Parents         |
    |_ Acquire the "Crime-Tron"   |   o------o----------------------------------o
    |  trophy                     |   |     Heard 7 references no one under     |
    |_ Find General Skun-ka'pe and|   |     the age of 30 will understand.      |
    |  acquire the "Ape Escape"   |   o-----------------------------------------o
    |  trophy                     | 
    |-----------------------------| After talking to the alien brain, make your way
    |Soothsayer Location(s)       | down to the lower deck and meet with Agent
    |_ Meesta Pizza               | Superball. Choose all available options, then
    |_ Hard Luck Pawn Shop        | hear the double entendre when you finish the
    |_ Bob's Toys (*)             | conversation. Steal from the display case. Max
    |-----------------------------| has gained a new power. He can teleport to any
    |Frequent Flier Location(s)   | telephone in the game. There's also a trophy
    |_ 58th & Broadway            | concerning this ability, but more on that a bit
    |_ Meesta Pizza               | later. For now, activate Max's Teleportation 
    |_ Hard Luck Pawn Shop        | and choose "Stinky's Cell".
    |_ Bob's Toys                 | 
    |-----------------------------| You'll end up in an area called 58th &
    |Old-School References: 1     | Broadway. This is one of the few areas you
    |Double Entendres: 2          | can't revisit, so make sure you knock Max into
    o-----------------------------o the air now to avoid disappointment. Pick up
    Stinky's mobile phone, then peer inside the window. You don't have to do the
    window, but I personally find it hilarious.
    Trophy time! The "Pret-a-teleporter" trophy requires you to teleport to every
    available phone in the game. You've already teleported to Stinky's Cell and
    Harry's Cell in Act 1, so now teleport to the other phones. It is important to
    leave the "Bosco Tech" location until last for reasons you will soon see.
                      |T   R   O   P   H   Y       G   E   T   !|
                      |Bronze|        Pret-a-teleporter         |
                      |           Teleported to every           |
                      |      available phone in the case.       |
    As soon as you teleport to Bosco-Tech, Sam will be shoved out by gorillas, and
    Max will get throttled. Walk to the side of the building and take the fire
    escape onto the top of said building. Walk onto the flagpole and harass the
    gleaming pigeon. While still balancing on the banner, toggle to Max's brain.
    Teleport to Stinky's Cell, which Sam should be holding. The gorilla should go
    with him and fall onto the other gorilla at the door. Back on the ground, pick
    up the shiny thing on the floor and enter the labs. You'll automatically obtain
    a receipt. Talk to Momma Bosco to learn of the destabilizer and then pick up
    the remote control from the shelf to the left. We're done here, so teleport to
    Sybil's (Straight & Narrow).
    Enter Skun-ka'pe's spaceship and go to the upper deck. Enter the mole
    processing chamber. While you are there, you will lose your stuff and you won't
    back get out. Through the front door, anyway. Don't worry about Frequent Flier
    as you can't knock Max into the air here. Access Max's teleportation and
    teleport to Stinky's Diner to get out of here.
    You'll find Grandpa Stinky in the diner and he has the homing beacon. Talk to
    him and choose all options. After choosing "We Love Skunkape" Max will have a
    go at Grandpa Stinky while he holds him back. Leave the conversation and
    teleport Sam, Max and Grandpa Stinky to Stinky's Cell, which should still be in
    the mole processing chamber. After the scene, press the personal effects button
    next to the door to the mole processing room, then dig through the personal
    effects drawer. You'll get all your stuff back, plus Grandpa Stinky's homing
    beacon and shot glass.
    Teleport yourself to the C.O.P.S. and check out the DeSoto. Remember the
    scanner you got from Act 2? Give the scanner to the C.O.P.S. and then select
    the scanner to use the Crime-Tron. After the annoying paperclip... I mean
    telephone asks you if you want help, you can place two pieces of evidence into
    the scanner. Once you have chosen the correct combination of items, you'll
    unlock a new location. The first item combination is Stinky's cell phone and
    the shot glass. Scan the two items and you will reveal a new location: Meesta
    Pizza. Drive there right now.
    A quick application of your Future Vision goggles requires you to get on the
    top of the building. On the side of the Meesta Pizza store you'll find some
    empty pizza boxes. Place Stinky's cell phone on the boxes. When the downright
    bizarre happens (and hear a double entendre as well), teleport to Stinky's
    Cell. You'll obtain an old postcard. Go back to the DeSoto and use the Crime-
    Tron. This time, place the old postcard and the engagement ring into the
    scanner and scan it in. Go to the new location, Pawn Shop.
    The "research assistant" won't let you in the pawn shop. Investigate the trash
    cans, but Sam doesn't know what to get out from there, so use Future Vision on
    them and then try again. You'll get a banana peel. Now vandalise the manhole in
    front of the DeSoto and place the banana peel on the manhole cover. PWN'D (I
    couldn't resist)! You are free to enter the pawn shop. You obtain a paddle
    ball toy.
    Back to the Crime-Tron, place the paddle ball toy and receipt in the scanner.
    Scan and you will discover the final location, the Toy Store. You also obtain
    a trophy!
                      |T   R   O   P   H   Y       G   E   T   !|
                      |Bronze|            Crime-Tron            |
                      |  Used all of the correct combinations   |
                      |       of clues in the Crime-Tron.       |
    Make your way to the Toy Store. To wrap up the act, use the Future Vision power
    on Sam.
                      |T   R   O   P   H   Y       G   E   T   !|
                      |Silver|            Ape Escape            |
                      |              Tracked down               |
                      |           General Skun-ka'pe.           |
    o------------------------------------Act 4------------------------------[#40]-o
    |Objective(s)                 | Other than the trophy objectives, the
    |_ Break out of your cell     | objectives to the left are exactly the same as
    |_ Place the homing beacon on | the objectives listed in Act 1, so this Act
    |_ General Skun-ka'pe         | should be straightforward, right? Well...
    |_ Acquire the "To the Five   |
    |  Boroughs" trophy           | For starters, Stinky is in a cell and not on
    |_ Acquire the "Frequent      | her throne, so that's one difference. You'll
    |  Flier" trophy              | also hear a double entendre at the start. Talk
    |_ Acquire the "Soothsayer"   | to Stinky and choose "Stinky", then "Skunkape's
    |  trophy                     | not so bad", then finally "Spaceship". Now that
    |_ Acquire the "Don't Ask Your| she is sitting on her throne, Teleport to 
    |  Parents" trophy            | Stinky's Cell.
    |_ Send Skun-ka'pe into the   | 
    |  Penal Zone and acquire the | Oh dear. That didn't go exactly to plan. At
    |  "The Penal Zone" trophy    | least you will hear another double-entendre.
    |-----------------------------| This is another of those places where you only
    |Soothsayer Location(s)       | visit only once, so make sure you knock Max in
    |_ The Cavern of the Box      | the air. Now teleport out of here. It doesn't
    |-----------------------------| matter which place you choose, you always end
    |Frequent Flier Location(s)   | up in Bosco-Tech.
    |_ The Penal Zone             | 
    |_ The Cavern of the Box      | When talking to Momma Bosco, choose "Skunkape"
    |-----------------------------| to learn of the dimensional rift generator and
    |Old-School References: 0     | then pick it up from the table. Teleport back
    |Double Entendres: 4          | to Skun-ka'pe's spaceship via Stinky's cell
    o-----------------------------o phone. You'll hear yet another double entendre.
    Just one more naughty phrase to go!
    After talking to the alien brain, simply put the homing beacon on General
    Skun-ka'pe. You don't have to turn into a potted plant or anything. After doing
    this, teleport to Sybil's phone.
    On the Straight & Narrow, make your way to the right of the area and
    Skun-ka'pe's Spaceship will show up. He will try shooting at you, but you won't
    die if you are hit. As soon as he locks on to Sam, he will shoot after a brief
    delay. Lure him towards the crack and Sybil's boxes. Once the ship locks onto
    Sam, get out of the way and Skun-ka'pe will blow a hole in the ground and
    Sybil's boxes will fall down with it. Now go into Max's brain and teleport to
    Sybil's phone. You'll end up in another previously inaccessible area of the
    subway station. Enter the mysterious tunnel here.
    Welcome to the Cavern of the Box. There's plenty of things to do here, trophy
    wise. First finish off Frequent Flier by knocking Max in the air, then finish
    off Soothsayer by seeing a future vision of Sam. You should also get the "To
    The Five Boroughs" trophy, which is a dead giveaway that this is the last
    location in the episode. Finally acquire the "Don't Ask Your Parents" trophy
    by talking to the mole cultists, choosing "Rift Generator" and hearing the
    tenth and final double entendre.
                      |T   R   O   P   H   Y       G   E   T   !|
                      |Bronze|       To the Five Boroughs       |
                      |         Visited every location          |
                      |         available in this case.         |
                      |T   R   O   P   H   Y       G   E   T   !|
                      |Bronze|          Frequent Flier          |
                      |         Smacked Max out of the          |
                      |        way in every environment.        |
                      |T   R   O   P   H   Y       G   E   T   !|
                      |Bronze|            Soothsayer            |
                      |     Saw a future vision for Sam in      |
                      |       every possible environment.       |
                      |T   R   O   P   H   Y       G   E   T   !|
                      |Bronze|      Don't Ask Your Parents      |
                      |             Heard 10 double             |
                      |               entendres.                |
    Now onto the task at hand. Pick up the cable to the left of the room and plug
    it into the toybox. Now plug the Rift generator into the outlet in the opening
    to the right of the toybox. Turn it on and then Skun-ka'pe will appear. To get
    rid of him once and for all, turn up the boiler's heat using the boiler
    controls, then finally use the paddle ball toy on Skun-ka'pe.
    And that's the end of the game! Episode Two: The Tomb of Sammun-Mak is already
    out, and I have also written a walkthrough for that as well, which is hosted on
    GameFAQs. Have a look at that if you ever get stuck.
                      |T   R   O   P   H   Y       G   E   T   !|
                      | Gold |          The Penal Zone          |
                      |     Sent General Skun-ka'pe to the      |
                      |      Penal Zone once and for all.       |
    Well, I say that's the end of the game, but there is still one more trophy that
    you haven't got yet. "Part of a Nutritious Breakfast" can only be received
    after beating the game at least once. Let's get it now.
    o-------------------------------And Finally...--------------------------[#50]-o
    |Objective(s)                 | Start a new game and race through Act 1. Once
    |_ Acquire the Nutrition Specs| you start Act 2, check out the DeSoto. As the
    |_ Acquire the "Part of a     | C.O.P.S mentioned, a new location has been
    |  Nutritious Breakfast"      | added to your map. Go to the new area marked
    |  trophy                     | "Mysterious Alley". Dive into the dumpster here
    o-----------------------------o and you will retrieve Max's secret power,
    Nutrition Specs. This gives Max the power to view nutrition information of
    food, people and other objects.
    Drive back to the Straight & Narrow and enter the subway. Use the NutriSpecs on
    the Lincoln sculpture. Now you can manhandle the Lincoln sculpture (the game's
    words, not mine). Doing so earns you the final trophy of the game.
                      |T   R   O   P   H   Y       G   E   T   !|
                      |Bronze|  Part of a Nutritious Breakfast  |
                      |       Used the Nutrition Specs to       |
                      |         reveal a secret object.         |
    And that's the end of the game! For real this time! I hope you found this guide
    helpful. As I mentioned earlier, I have created walkthroughs for all the other
    episodes of the Sam & Max season, and they are all hosted exclusively by
    GameFAQs. Please tell me what you think of this walkthrough by going down to
    the Contact Me section and following the simple instructions.
    In this section I will list all the trophies obtainable in this episode, and a
    description on how to get each and every one of them. Note that this section
    will contain spoilers, so I strongly suggest that you beat the game before
    peeking in this section. You have been warned! Also, this section may or may
    not interest the guys playing the PC version of the game, since you don't have
    o-----------------------------We're on the Case!------------------------------o
    Colour: Silver
    Act(s): 1
    Description: Sent General Skun-ka'pe to the Penal Zone in Max's future vision.
    How to get: To get this trophy, complete the first act.
    o------------------------------The Brain Awakens------------------------------o
    Colour: Silver
    Act(s): 2
    Description: Brought the Alien Brain back to life.
    How to get: To get this trophy, complete the second act.
    o---------------------------------Ape Escape----------------------------------o
    Colour: Silver
    Act(s): 3
    Description: Tracked down General Skun-ka'pe.
    How to get: To get this trophy, complete the third act.
    o-------------------------------The Penal Zone--------------------------------o
    Colour: Gold
    Act(s): 4
    Description: Sent General Skun-ka'pe to the Penal Zone once and for all.
    How to get: To get this trophy, complete the fourth act.
    o-----------------------------Is This Your Card?------------------------------o
    Colour: Bronze
    Act(s): 1
    Description: Read the mind of everyone aboard General Skun-ka'pe's flagship.
    How to get: You only have the Mind Reading ability for the first act, so you
     need to read everybody's mind using that ability on that act. Below is a list
     of them. Remember they all need to be read in the same playthrough.
     |_|Harry Moleman (*)
     |_|General Skun'ka-pe
     |_|Alien Brain
    Colour: Bronze
    Act(s): All
    Description: Saw a future vision for Sam in every possible environment.
    How to get: To clarify, you need to use Max's Future Vision power on Sam once
     in every environment in the same playthrough. Sam may have more than one
     Future Vision in some locations, but you only have to see one of them. There
     are some locations where Sam doesn't have any visions at all, but sometimes
     when one of Sam's visions come to past, Sam may not be targetable again with
     another future vision, so bear that in mind.
     Below is a list of locations where Sam is readable, and when to do it. Visions
     you have to see to forward the story are marked with (*).
     |_|Straight & Narrow (Before Skun-ka'pe starts firing at Sam)
     |_|Skun-ka'pe's Spaceship (*)
     |_|Stinkys' Diner (Before bringing Grandpa Stinky to the Mole Processing Room)
     |_|Subway Station (Before teleporting here via Sybil's)
     |_|Outside Bosco-Tech Labs (Before Skun'ka'pe enters the Cavern of the Box)
     |_|Bosco-Tech Labs (Before completing Act 3)
     |_|Meesta Pizza (Before completing Act 3)
     |_|Hard Luck Pawn Shop (Before completing Act 3)
     |_|Bob's Toys (*)
     |_|The Cavern of the Box (Before completing the game)
    o----------------------------To the Five Boroughs-----------------------------o
    Colour: Bronze
    Act(s): All
    Description: Visited every location available in this case.
    How to get: You have to visit every location in the game anyway (Mysterious
     Alley doesn't count), so you should automatically obtain this trophy once you
     enter the Cavern of the Box.
    Colour: Bronze
    Act(s): 3
    Description: Used all of the correct combinations of clues in the Crime-Tron.
    How to get: This is another trophy you will get automatically over the course
     of the game. You get this trophy once you've discovered Bob's Toys. The three
     item combinations are:
     - Stinky's cell phone and the shot glass
     - The old postcard and the engagement ring
     - The paddle ball toy and the receipt.
    Colour: Bronze
    Act(s): 1, 3 & 4
    Description: Teleported to every available phone in the case.
    How to get: As soon as you obtain the Teleportation power in Act 3, proceed to
     teleport to all the phones in the game. You don't learn any more telephones in
     the game after act 3, and you have to phone Harry Moleman in Act 1 anyway.
    o------------------------------Ask Your Parents-------------------------------o
    Colour: Bronze
    Act(s): All
    Description: Heard 7 references no one under the age of 30 will understand.
    How to get: This is one of those trophies where you would have to examine
     everything and talk to everyone about everything to get this trophy. Below is
     a checklist. You have to witness all these references in a single playthrough.
     References that you must witness to finish the game is indicated with a (*).
    |_|Act 1 - Start of the game - from Planet of the Apes (*)
     _ Max: "I can't wait to get my stinking paws on that damn dirty ape!"
    |_|Act 1 - Pick up Bazooka Max in Skun-ka'pe's Spaceship - from Scarface (*)
     _ Sam: "Hey, Skunkape! Say hello to my little buddy!"
    |_|Act 2-4 - Inspect baby carriage in Subway Station - from Rosemary's Baby
     _ Sam: "Rosemary keeps wandering off and leaving this thing behind."
    |_|Act 2 - Investigate intriguing pile o' junk at the end of Skinky's secret
       passageway - from Scanners (*)
       Sam: "Some secret passage. It's just a bunch of junk, like this old
       Max: "Oh boy! Whose head do we explode first?"
     _ Sam: "Not that kind of scan-- what the?!"
    |_|Act 2-4 - Open wardrobe in Bosco-Tech Labs - from Chronicles of Narnia and
       The Phantom Tollbooth
       Sam: "Hmm, wonder what's in here?"
       Max: "Don't open it, Sam! It probably leads to a fantastic land of wonder
             and thinly-disguised religious allegory."
       Sam: "Good call, Max. We already wasted enough time poking around that
     _       tollbooth."
    |_|Act 2-4 - Look at ectoplasm in Bosco-Tech Labs - from a song by Glen Miller
       Max: "That must be ectoplasmic jelly, 'cause ectoplasmic jam don't shake
     _       like that!"
    |_|Act 3 - Revive the alien brain - from Flash Gordon (*)
       Skunkape: "Gordon's ALIVE?"
    Source: http://www.telltalegames.com/forums/showpost.php?p=303734&postcount=9
    o---------------------------Don't Ask Your Parents----------------------------o
    Colour: Bronze
    Act(s): All
    Description: Heard 10 double entendres.
    How to get: If you are wondering what a double entendre is, it is a saying that
     may mean one thing, but can also mean something else (usually sexually
     oriented). This game is full of these. Ten of them to be exact. Below is a
     checklist. You have to view them all in a single playthrough to get the
     trophy. References that you must witness to finish the game is indicated with
     a (*).
    |_|Act 1 - Use Teleportation for the first time (*)
       Narrator: "Well done, my friends. Now select a phone number that Max has
                  memorized, to teleport himself and his furry longtime companion
     _            to that location. And also Sam."
    |_|Act 1 - Put homing beacon on General Skun-ka'pe (*)
       Max: "Now what?"
       Sam: "Now we just use the remote conrol Momma Bosco gave us, and Skunkape
     _       gets sucked right in the Penal Zone! So to speak."
    |_|Act 2-4 - Talk to Max and select "Other Planets" (you may have to choose
       other options to make it appear)
       Sam: "I wonder what it'd be like to live on another planet."
       Max: "Probably a lot like this one, but bouncier. And more methane-rich."
       Sam: "I don't need to go to another planet for a methane-rich environment,
     _       as long as I've got you, pal."
    |_|Act 2 - Pick up jumper cables from the DeSoto (*)
       Sam: "Why do we have jumper cables? Neither of us knows how to use them."
       Max: "It's simple, Sam: the RED cable goes on the RIGHT nipple, the BLACK
             cable clamps to the..."
     _ Sam: "Neither of us knows how to use them LEGALLY, Max."
    |_|Act 3 - When talking to Agent Superball in Skun-ka'pe's spaceship, leave the
       conversation (*)
             Sam: "Don't worry, Superball! We'll hit that gorilla where it hurts
                   the most!"
             Max: "Right in the Penal Zone!"
     _ Superball: "Yes, I get it sir."
    |_|Act 3 - Place Stinky's cell phone on pizza boxes at Meesta Pizza (*)
       Sam: "Swallowed whole! I've never seen anything like that before!"
     _ Max: "Not since we accidentally wandered into that theater on Times Square."
    |_|Act 4 - Start of the act (*)
       Narrator: "The villain has made his move. The players are yours to command.
                  Only YOU can return General Skun-ka'pe to... The Penal Zone."
     _      Sam: "Tee hee."
    |_|Act 4 - When trapped in the Penal Zone (*)
       Sam: "Can you believe that guy? Skunkape KNEW what we were going to do the
             whole time! He just wanted to rub our noses in the Penal Zone! So to
     _       speak."
    |_|Act 4 - After escaping the Penal Zone, teleport back to Skun-ka'pe's
       Spaceship (*)
       Skun-ka'pe: "Did you see that, my Queen? Not only did I defeat Sam & Max,
                    but I took care of the Penal Zone in one stroke!"
     _        Max: "Unfortunate word choice."
    |_|Act 4 - When talking to the mole cultists in the Cavern of the Box, choose
       "Rift Generator"
           Sam: "I gotta turn on this machine to stop a gorilla."
       Cultist: "Down the tunnel, first door to your right."
           Sam: "No, I literally have to stop a gorilla."
    Source: http://www.telltalegames.com/forums/showpost.php?p=303734&postcount=9
    o-------------------------------Frequent Flier--------------------------------o
    Colour: Bronze
    Act(s): All
    Description: Smacked Max out of the way in every environment.
    How to get: To smack Max out of the way, walk straight into him. You have to
    smack Max out of the way in all environments in a single playthrough. There are
    two exceptions: The Mole Processing Room, as it is impossible to smack Max out
    of the way there, and the Mysterious Alley. There are a few unrevisitable
    locations here, and you can't leave the Cavern of the Box once Skun-ka'pe
    appears either so bear that in mind as you go through the checklist below.
     |_|Skun-ka'pe's Spaceship
     |_|Straight & Narrow
     |_|Stinkys' Diner
     |_|Subway Station
     |_|Outside Bosco-Tech Labs
     |_|Bosco-Tech Labs
     |_|58th & Broadway (Unrevisitable once you pick up Stinky's cell phone and
      _ teleport out)
     |_|Meesta Pizza (Unrevisitable after Act 3)
     |_|Hard Luck Pawn Shop (Unrevisitable after Act 3)
     |_|Bob's Toys (Unrevisitable after Act 3)
     |_|The Penal Zone (Unrevisitable after teleporting out)
     |_|The Cavern of the Box
    o-----------------------Part of a Nutritious Breakfast------------------------o
    Colour: Bronze
    Act(s): 2, 3 or 4 (you must get the Nutrition Specs during Act 2 or 3 though)
    Description: Used the Nutrition Specs to reveal a secret object.
    How to get: You can't get this trophy until you have completed the episode at
     least once. Once you have done that, go to the DeSoto during Act 2 or 3 and
     drive to a new area: Mysterious Alley. Dive into the Dumpster to get Max's
     Nutrition Specs.
     Now make your way to the Subway Station from the Straight & Narrow and
     use the NutriSpecs power on the Lincoln sculpture. Finally manhandle the
     Lincoln sculpture and you will receive this trophy.
    Version 1.10 (07/09/2010)
    - The Hard Bits: completion
    - Full Walkthrough: Expanded on Ask Your Parents and Don't Ask Your Parents
    - List of Trophies: Expanded on Ask Your Parents and Don't Ask Your Parents
    Version 1.00 (08/06/2010)
    - Full walkthrough: completion
    - Controls: PS3 controls only
    - Hints & Tips: completion
    - List of Trophies: completion
    Firstly, I would like to thank Telltale Games for creating the Sam & Max Season
    3 games. Without it, this guide could not be created. Obviously.
    I would like to thank GameFAQs for hosting this walkthrough. Cheers!
    I would also like to thank you guys for reading this guide. At least all this
    hard work wasn't in vain.
    I would also thank myself, but only weirdoes do that.
    I value all of your feedback. If you wish to contact me over anything in
    particular, whether I haven't been clear on beating a puzzle, or you want to
    give me ideas on how to improve this walkthrough, then please contact me by 
    following the web address below:-
    You can provide feedback anonymously if you wish and you don't even have to
    provide an email address (though I won't be able to contact you if you asked
    a question if you don't provide one). All I ask of you is to keep any
    criticisms constructive. Also I will ignore requests to add this guide to your
    or another person's website, as it is hard for me to keep an eye on them.
    Everyone who provides constructive feedback will be listed on the
    Acknowledgements section in future versions, unless of course you ask me not
    And...that's the end of this guide!
    Copyright 2010 Christopher Jepson.

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